Locano's Guide to RDM Weapons
This guide is part of The New RDM 101 Table of Contents.
This guide is based on my (currently) 61 levels of playing RDM and on Airspirit's Red Mage 101, which he is no longer updating. I don't claim to be the most knowledgeable on playing RDM. I know there are people on this forum who have played RDM much longer than I have, and have some very excellent ideas. Since RDMs have so many abilities, and thus so many ways that these abilities can be played, I will be more than happy to link to different mini-guides posted by other people here. This guide does include RDMs meleeing in exp parties, but does not focus on it. People have very strong opinions on this issue, and understandably so. I ask that you please withhold the arguments as to whether or not RDMs should melee. This guide is a run through of weapons that I think RDMs should use. The guide is in 3 sections, Swords, Daggers, and Magely Weapons.
~ Swords ~
Here is a run through of the swords that I recommend for RDM. Keep in mind that saving up the money for a +1 weapon is a good idea. It will help you do more damage, and you get the money back as soon as you sell it (unless the price changes). If you just aren't able to get the money for the +1, after the slash is an alternate choice. Remember, once you start partying, feel free to melee unless 1) you are main healer, 2) party asks you not to, or 3) you don't want to.
1: Wax Sword +1 / Wax Sword
7: Xiphos +1 / Xiphos
9: Spatha +1 / Spatha
11: Bee Spatha +1 / Bee Spatha
I highly recommend the Bee Spatha +1, you'll have it for quite a few levels.
18: Longsword +1 / Longsword
Again, get the +1, you'll have this sword for a while.
27: Gladiator / Gladius
30: Centurion's Sword / Broadsword +1 / Broadsword
34: Republic Sword / Bastokan Sword / keep lvl 30 Sword
38: Divine Sword +1 / Divine Sword
40: Buzzard Tuck
This sword wasn't available when I was around this level, so I don't have any experience with it. However, FortManOLeviathan seems to think it is a good sword, and from the looks of it, I'd have to agree. I would recommend this over the AF1 when meleeing (see below).
41: Fencing Degen - AF1
While the attack stats on our AF Sword are kind of lacking, the mage stats kind of make up for it. Plus it looks cool and it's free! =P
47: Knight's Sword +1 / Knight's Sword
49: Crimson Blade
I don't know about the Crimson Blade. When I was level 49, I bought it, as did my sister who just hit level 49 recently. Looking back at it, I don't think it's such a good idea compared to the Knight's Sword. Use your own judgement.
55: Wise Wizard's Anelace
55: Royal Guard's Fleuret
The original RDM 101 recommended buying both swords and switching between the two. When you can easily hit the monster, use the WWA. When you can't, use RGF. To me, this was too much. I only purchased the WWA. Sure, I had standard problems with accuracy, but I don't regret not saving up for RGF. I think the money is much better spent on Elemental Staffs (see the Magely Weapons section below).
56: Saber +1 / Saber
This sword is just a less expensive alternative to the Wise Wizard's Anelace.
59: Aramis's Rapier
The original RDM 101 said nothing about this weapon. I'm uncertain as to whether that was because it was not known of then, or the author didn't like it. After careful consideration, I decided to buy this weapon due to it's +Acc and low delay (price had a bit to do with it too).
62: Gold Sword +1 / Gold Sword
The author of the original RDM 101 thought very highly of the Gold Sword +1, and rightfully so. This sword has incredible DMG compared to other Swords available. As of right now, I am uncertain as to whether I am going to keep my Aramis's Rapier or purchase a Gold Sword.
68: Enhancing Sword
(Information from IdiotBeacon) Rare Sword and insanely rare drop from 21-24 Wyvern Bune located in Gustav Tunnel. Hes a non-lottery pop but is sometimes up for a while. Preferred tank is a NIN tank with double Mambo. He's not hard otherwise. The reason why you want this sword is the +5 en-spell damage and the latent +accuracy and +attack. The trigger is having an en-spell on your sword so it's the best situation. This sword is the highest damage per second Sword a RDM can use.
(Information from IdiotBeacon) Rare/Ex sword that drops from Charybdis, Sea Monk NM located in the Sea Serpent Grotto. His drop rate is 100% but spawning Charybdis is difficult. Soloable (place holders only) with some difficulty as a 74 taru RDM/BLM. If he ever pops bring along a lot of friends who are high level. NIN tank might work if they have double mambo but PLDs tanks are better. Has inherant multi attack ability and I've seen a nicely decked out taru PLD go from Max HP to 1 (yes 1) and dead in one attack sequence from Charydbis. (No 2hr was used). The reason you want this sword is the double attack ability. This enhances the potency of your en-spells. More attacks mean more enspell damage. The double attack ability supposedly processes around 50% of the time. This double attack adds to your TP gain which allows you to pull off Spirits Within for NM and HNMs (if you melee before hand) or Fast Blade/Savage Blade for regular farming.
(Information from IdiotBeacon) If you think you can get this sword within one year, you sir are certifiably insane. To my knowledge, no one on any server has yet finished this weapon. Requires a 4 stage upgrade. Stage 1 and 2 require dynamis currency. Using current prices on Titan, to achieve Stage 3, you need 20M gil. Stage 4 requires a Dynamis-Xarcabard drop. Stage 5 requires an item located somewhere in the world. (exact info can be found on Mystery Tour > Dynamis > Relic Upgrade). Why do you want this sword? Besides the cool name, it allows you access to the WS "Knights of the Round". Supposedly its an upgrade of Spirits Within. Instead of doing 15/32nd of your HP when you use spirits, you do 100% of your HP. This is a great deal of damage on any HNM.
~ Daggers ~
Square Enix is really confusing in this department. They start RDMs off with a dagger, and they give us many of the Dagger Weaponskills. However, in general, Sword is the way to go for RDM. One use for daggers, which I have never tried (I stopped levelling my dagger somewhere around lvl 25... my skill is still at 74), is to use low-delay daggers + En-spells to do damage. This can be particularly useful against high defense mobs. Here is the list of Daggers that Airspirit (original RDM 101 author) made up.
20: Platoon Dagger
(Information from IdiotBeacon) This dagger is obtained from a rare/ex drop from Wespes located in the Temple of Uggalepih (connected to Yhoator Jungle SE area). This drop is similar to the Papyrus for Genkai 1. You can spend a few days trying for it or get it on your 5th kill. At the entrance, there is spot to camp if you are under level 72. This area has a total of 4 Wespes that spawn. I beleive its a 12 minute respawn for each Wespe. If you are higher than lvl 72 you can go further into the Temple and kill 4 more wespes. At the first T-junction, go south. At the second T-junction, go south again for the ??? spawn and 2 Wespes or go north for 2 Wespes. Lvl 72 is needed for walking around because I believe aggro stops at that level.
65: Garuda's Dagger
This dagger is Rare/Ex. It is one of the rewards you can choose after killing Garuda Prime (the full Garuda quest).
(Information from Imortalis) With Haste and Enspell you'll probably out damage a Gold Sword on IT mobs.
71: Misericorde +1 / Misericorde
(Information from Stanislaw) The 2nd Highest Damaging Dagger Red Mages can equip besides the Mandau, and it also add some nifty stats and with relative low delay. There is also a +1 version of this, but in my old server that went for about 1~2 million. Can be crafted with level 92 Smithing, using a Fire Crystal, one Adaman Ingot, and one Darksteel Ingot.
74: Thanatos Baselard
(Information from Stanislaw) The Highest Damaging Dagger Red Mages can equip that can be purchaced (the -1 to attack is neglegible), and for obvious reasons this is an very good dagger due to the bonus it provides to Enfeebling Magic Skill. Is a drop item from certain BCNM Kindred Battles.
~ Magely Weapons ~
Since we are Red MAGES, we also need carry around a wand to boost our spells, especially at higher levels when debuffs are often resisted. While +1s are nice, I understand how expensive this all is, and have given you an alternate option. Also, at level 51, the line of Elemental Staffs becomes available. I have listed them in the order of which I think they are most important. In addition to the listed affects, they also encrease the potency of related spells (compare the staff's element to the little dot next to the spell on your spell list). You are in no way expected to have all of these staffs at level 51. I didn't get my Dark Staff until level 56, or my Ice Staff until level 60! Get them when you can, but don't sell all of your equipment to buy them. Switch your Wand/Staff out when you start casting, and then change to Sword/Dagger for meleeing.
1: Maple Wand +1 / Maple Wand
9: Willow Wand +1 / Willow Wand
18: Yew Wand +1 / Yew Wand
32: Solid Wand / Chestnut Wand
48: Rose Wand +1 / Rose Wand
60: Ebony Wand +1 / Ebony Wand
65: Mythic Wand +1 / Mythic Wand
Elemental Staffs (available at level 51):
For more information about these Staffs, visit KCMichaelM's Elemental Staves and Enfeebling guide.
- Dark Staff
- Ice Staff
- Wind Staff
- Earth Staff
- Light Staff
- Pluto's Staff (and sell Dark)
- Auster's Staff (and sell Wind)
- Terra's Staff (and sell Earth)
- Aquilo's Staff (and sell Ice)
- Water Staff
- Thunder Staff
- Fire Staff
- Neptune's Staff (and sell Water)
- Jupiter's Staff (and sell Thunder)
- Vulcan's Staff (and sell Fire)
- Apollo's Staff (and sell Light)
If you have any questions, comments, or concerns, please post them below and I and other members of this forum will try to help you out as much as we can.
Edited, Sun Jan 30 08:55:09 2005 by Locano